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I am restarting my project (the map formerly known as TH-Library)

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  • #76
    bit at a time, looks good so far

    objective actor can somtimes do that, just means one of the settings is wrong
    [E.D.G]Keggie - All that is yours is allready mine
    Thievery - Hanse's, Market, Mutator List
    AlienSwarm2k4 - Nighide Research Facility
    Videos - YouTube

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    • #77
      I found the Epic document Dalai mentions on his tuturial (I also printed all of the stuff, have like 60 pages of TuT related text, easier than alt-tab). I followed the document as best as I could but I am not sure if it's working. I place the "apple" away from walls and not too far from each other. Testing the map and selecting a guard now kinda works. The select screen is still displaying the thief spawn are, now when I select a guard I see the sword being drawn still in the thief spawn but once the sword is out I am placed in the correct spot.
      Feel the power of the

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      • #78
        False alarm. While watching football I was able to create 2 diferent patrol routes, one of the routes is bugged because the stairs, nothing serious. The guard spawn bug remains. Tomorrow I will investigate the objective actors to see what I am doing wrong. If I get it right I will then play a bit by adding some loot. Changes were minor today so im not uploading today's test.
        Feel the power of the

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        • #79
          Originally posted by Antero90 View Post
          The select screen is still displaying the thief spawn are, now when I select a guard I see the sword being drawn still in the thief spawn but once the sword is out I am placed in the correct spot.
          think thats standard, ignor it for now if you play any offline map and join guards your placed at thief spawn while you buy equipment
          [E.D.G]Keggie - All that is yours is allready mine
          Thievery - Hanse's, Market, Mutator List
          AlienSwarm2k4 - Nighide Research Facility
          Videos - YouTube

          Comment


          • #80
            Began working late today. Spent nearly 1 hour scratching my head because of the escape objective. eventually I narrrowed it to a Event tag that had no been properly filled.

            My study now behaves like a thievery map.
            Conclusions for this week:
            - architectural stuff is the pain.
            - actors don't seem that much complicated, you just need to know what you are doing
            - bots are peculiar
            - working with printed text avoids skiping important steps
            - step by step aproach is better than trying to do many things all at once

            I am now considering building the first candidate for the central room. Once that is done I will pickup the study map again to test more stuff as I need it. Once I get the hang of it I start a new room on the main map, complete it and move on.

            Issues: must further my study on light properties, the torches look great out of the box, the electrical gizmo looks weak, probably on hue and radius.
            Once and for all understand the th-mover thing. I will need tons of doors.
            And more...
            You can have a look at my latest study level here:
            https://docs.google.com/open?id=0Bxr...2psZVVHTVh4R3c

            I will likely go back to screenies for status progress as this was simply to see if it was working well.
            Feel the power of the

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            • #81
              The Inner Hall is completed. I am now moving on to an adjacent room. I will be making one room at the time. It was quite fun actually to populate the room. Decoration actors are so easy and really give a lot of caracter.
              Here is a screenie for thee taffers:
              Feel the power of the

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              • #82
                Originally posted by Antero90 View Post
                eventually I narrrowed it to a Event tag that had no been properly filled.
                Normaly when theres a problem is often somthing small and easily missable

                Originally posted by Antero90 View Post
                - architectural stuff is the pain.
                - actors don't seem that much complicated, you just need to know what you are doing
                - bots are peculiar
                - working with printed text avoids skiping important steps
                - step by step aproach is better than trying to do many things all at once
                -Gets easier the more you map
                -True
                -Somtimes, can depend on Pathing
                -True but less fun
                -Never! learn to run before you can walk!

                Originally posted by Antero90 View Post
                Once and for all understand the th-mover thing. I will need tons of doors.
                hope this helps.. chief, you take notes too please

                1 - Create your Door with normal brushes (add/subtract) and texture it, you should create it floating in the air somewhere, many mappers create huge rooms outside the main map to build movers and decoraction. Once finished i allways rebuild map, dont know if you have to but i always do a good size for a standard door btw is 128 high, 64 Wide and 4 deep, 64/64/4 for grates, that way textures fit perfectly

                2 - Create a red square builder brush that is much bigger then the door you have made and place it over your door, so your door is INSIDE the red brush

                3 - Press the intersect Button and the Red brush will wrap around your new door, right click the brush and choose "polygons -> to brush" then postion the red builder brush when you want it on the map

                4 - Right Click Mover button -> ThDoor, will create your mover, the purple brush, move your red brush out the way now, its done all it needs to do.

                5 - right click a corner of the purple brush that you want the door to piviot from, a red cross should appear there, that red cross is the piviot.

                6 - Now right click your purple brush and choose "Mover -> Key0" this sets the currect postion to be the shut location.

                7 - Right Click pruple brush again and choose "Mover -> Key1", then choose the rotate tool and rotate the purple brush to where you want it to open too. Once there right click and select "Mover -> Key0" and the purple brush should snap back to the first location.

                8 - Rebuild your map and go test in UT99 the mover is a moving brush, in ut2k3 and later its a moving static mesh which is much nicer but done a similar way

                you can lock the door, make it destroyable, give it a key etc in the movers properties.

                hope that helps

                Originally posted by Antero90 View Post
                Decoration actors are so easy and really give a lot of caracter. Here is a screenie for thee taffers:
                nice, looking good one thing i will mention, when creating zones, use the sheet brush instead of the others, you used the normal cube brush and have created 3 new zones instead of 1. Sheet brush is used for water and zones and random masked decoration.
                [E.D.G]Keggie - All that is yours is allready mine
                Thievery - Hanse's, Market, Mutator List
                AlienSwarm2k4 - Nighide Research Facility
                Videos - YouTube

                Comment


                • #83
                  Originally posted by Keggie View Post
                  nice, looking good one thing i will mention, when creating zones, use the sheet brush instead of the others, you used the normal cube brush and have created 3 new zones instead of 1. Sheet brush is used for water and zones and random masked decoration.
                  I wanted to use the sheet to add a decoration that the hall (it was actually just a texture) and I can't seem to get it to work.
                  It will be pain to add portraits.
                  Feel the power of the

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                  • #84
                    Somtimes sheets disapear from view in the editor when you build another brush near them in the map. rebuild brings them back.

                    for portraits just use a cube brush 128/128/4 on the wall and add it with the "special brush" button as a semisolid pillar. alternatively open up an exsisting map for portraits and use other peoples brushes that have been built for them, Nostalgia has a few huge ones, Bourg has some nice smaller sized ones with nice frames around them
                    [E.D.G]Keggie - All that is yours is allready mine
                    Thievery - Hanse's, Market, Mutator List
                    AlienSwarm2k4 - Nighide Research Facility
                    Videos - YouTube

                    Comment


                    • #85
                      As I said above I went on to build a new room next to the one I had made.

                      However it somehow didn't felt right. I decided then to have a look at my layout.

                      I felt it was unnecessarly big, I had actually put in filler rooms. So I spent these days working and redoing my layout. It's now much more compact but still faithful to the original idea. Just to give you an idea, I got rid of something like 10 rooms.
                      Feel the power of the

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                      • #86
                        nice, keep at it.

                        as a general rule dont make rooms taller then.. 190, 128 for door height and a bit extra for head/jump room. you can make them bigger of course and some rooms like dinning halls/entrance halls need to be bigger, it really depends on your map design and structure, dont try and oversize the space inside the room too, somtimes its a good idea to have a bed brush and a side table or somthing in the room when working out scaling.
                        [E.D.G]Keggie - All that is yours is allready mine
                        Thievery - Hanse's, Market, Mutator List
                        AlienSwarm2k4 - Nighide Research Facility
                        Videos - YouTube

                        Comment


                        • #87
                          Originally posted by Keggie View Post
                          Normaly when theres a problem is often somthing small and easily missable



                          -Gets easier the more you map
                          -True
                          -Somtimes, can depend on Pathing
                          -True but less fun
                          -Never! learn to run before you can walk!



                          hope this helps.. chief, you take notes too please

                          1 - Create your Door with normal brushes (add/subtract) and texture it, you should create it floating in the air somewhere, many mappers create huge rooms outside the main map to build movers and decoraction. Once finished i allways rebuild map, dont know if you have to but i always do a good size for a standard door btw is 128 high, 64 Wide and 4 deep, 64/64/4 for grates, that way textures fit perfectly

                          2 - Create a red square builder brush that is much bigger then the door you have made and place it over your door, so your door is INSIDE the red brush

                          3 - Press the intersect Button and the Red brush will wrap around your new door, right click the brush and choose "polygons -> to brush" then postion the red builder brush when you want it on the map

                          4 - Right Click Mover button -> ThDoor, will create your mover, the purple brush, move your red brush out the way now, its done all it needs to do.

                          5 - right click a corner of the purple brush that you want the door to piviot from, a red cross should appear there, that red cross is the piviot.

                          6 - Now right click your purple brush and choose "Mover -> Key0" this sets the currect postion to be the shut location.

                          7 - Right Click pruple brush again and choose "Mover -> Key1", then choose the rotate tool and rotate the purple brush to where you want it to open too. Once there right click and select "Mover -> Key0" and the purple brush should snap back to the first location.

                          8 - Rebuild your map and go test in UT99 the mover is a moving brush, in ut2k3 and later its a moving static mesh which is much nicer but done a similar way

                          you can lock the door, make it destroyable, give it a key etc in the movers properties.

                          hope that helps



                          nice, looking good one thing i will mention, when creating zones, use the sheet brush instead of the others, you used the normal cube brush and have created 3 new zones instead of 1. Sheet brush is used for water and zones and random masked decoration.
                          I am doing something wrong. I create the door shape, intersect, polygons to brush, place red builder in door, th-mover

                          But as soon as I try to rotate the door in the key1 position it looses it's shape, instead of rotating it simply «grows« adding an invisible object in the world. I did not resize the builder after desintersecting (to get the door shape).

                          Pehaps the problem is on the initial resize?
                          Feel the power of the

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                          • #88
                            Originally posted by Antero90 View Post
                            But as soon as I try to rotate the door in the key1 position it looses it's shape, instead of rotating it simply «grows« adding an invisible object in the world. I did not resize the builder after desintersecting (to get the door shape).

                            Pehaps the problem is on the initial resize?
                            ah k, i get that somtimes, i normaly delete the mover and start again, iirc it's due to the red builder brush been scaled or rotated before you do the intersect. try it again but this time make sure the red brush is not scaled or rotated. so you can right click on the red brush and use "Reset Scaling" and "Reset Rotation" settings, or you can use the Transform Permanently thats in there. dont know if it is that casuing the problem, but its possible, i guess you could also use the "transform permanently" on your brushes for the door also to make sure its set as its default shape.
                            [E.D.G]Keggie - All that is yours is allready mine
                            Thievery - Hanse's, Market, Mutator List
                            AlienSwarm2k4 - Nighide Research Facility
                            Videos - YouTube

                            Comment


                            • #89
                              Originally posted by Keggie View Post
                              ah k, i get that somtimes, i normaly delete the mover and start again, iirc it's due to the red builder brush been scaled or rotated before you do the intersect. try it again but this time make sure the red brush is not scaled or rotated. so you can right click on the red brush and use "Reset Scaling" and "Reset Rotation" settings, or you can use the Transform Permanently thats in there. dont know if it is that casuing the problem, but its possible, i guess you could also use the "transform permanently" on your brushes for the door also to make sure its set as its default shape.
                              Yep, seems the problem was indeed the original scaling.
                              I reset the builder brush, put it in the big builder room (All Hail Karras!), hit intersect and from now on it was hassle free. I was even able to duplicate the purple mover on the spot and create a second working door. I will now investigate the more advanced defenitions on the th-door.
                              Feel the power of the

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                              • #90
                                good to hear yeah you can duplicate movers, word of caution tho, if you test your map, and you open your door which opens fine, but theres still a texture in the oringinal door postion (ie-you see a streched door texture where the door should be shut, but you can run through it to see the open mover), delete mover and start again, copy paste somtimes upsets the unreal goblin depending on how much detail you want to go into, doorknob's always improve the look you can find all the thdoor details on the thievery mapping site http://www.thieveryut.com/Mapping/thdoors.htm


                                ps.. try not to use brush scaling, it angers the goblin
                                [E.D.G]Keggie - All that is yours is allready mine
                                Thievery - Hanse's, Market, Mutator List
                                AlienSwarm2k4 - Nighide Research Facility
                                Videos - YouTube

                                Comment

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